Sedacthy Marauder

Level 4
Creature· amphibiousMediumRemaster
AC
19
HP
75
Speed
20 ft.
Perception
+9
Fort
+14
Ref
+9
Will
+9
Languages thalassic
Senses darkvision, wavesense 30 ft. (imprecise)
Skills athletics +14, intimidation +13, survival +9
Other Speeds swim 40 ft.
Recall Knowledge DC 19 (society)

Attacks

Melee Claw +14 (agile, unarmed), Damage 2d4+8 slashing
Melee Jaws +14 (unarmed), Damage 1d4 bleed plus 1d4+8 piercing
Melee Spear +14, Damage 1d6+10 piercing
Melee Spear +11 (thrown 20 ft.), Damage 1d6+10 piercing

Abilities

Sea Speechinteraction

A sedacthy speaking Thalassic can be understood by any animal that has a swim Speed or the amphibious or aquatic trait. By spending a week regularly interacting with such an animal, the sedacthy can make it permanently helpful.

Wavesense (Imprecise) 30 feetinteraction
Vengeful Throw

Trigger The marauder takes damage from a creature 20 feet or further away


Effect The marauder makes a ranged spear Strike against the triggering creature. This attack doesn't take a range increment penalty if the target is within the second range increment.

Challenging Shriek

The marauder unleashes a terrifying battle cry. Each enemy in a 30-foot area must attempt a DC 21 will save. Regardless of the results, creatures are temporarily immune for 1 minute.


Critical Success The creature is unaffected.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Immobilized for 1 round and Frightened 3.

Shared Feast◆◆

The sedacthy makes a jaws Strike. If it hits, an ally of their choice can spend a reaction to make a jaws Strike against the same target. Allies with beaks or similar attacks can use those instead of jaws.

Physically imposing sedacthies prove their status by controlling dangerous aquatic creatures like great white sharks and giant moray eels.


Sedacthies are amphibious, fish-like humanoids who lurk in Golarion's oceans and are known for leading their animal servants ashore to devour air breathers. When an entire fishing village disappears overnight, sedacthies are the first suspects. Sedacthies pride themselves as natural leaders, with ambition limited only by their strict adherence to hierarchy. A sedacthy's station is determined by the strength of the animal servants they press into service, and the mettle they prove during hunts and in battles against outsiders.